XaiJu
isADRI
isADRI

patreon


Dialogue Behavior Framework Progress Update

         As I mentioned previously, I really wanted to change the dialogue behaviors and make them livelier, I love how games like red dead 2 or cyberpunk have scenes that aren't camera  cutscenes but feel very much livelier because you see the characters move and express what they say with more gestures, walking and expressions


  I managed to restructure the whole dialogue behaviors to make them less random in the behaviors. and actually show what animation you want to play instead of only having a small probability.


     Studying the dialogue behaviors, The game actually has a lot of resources for this, but we do not see nor use them because of the way the dialogue behavior tree is structured, there are more or less possibilities for angry, 7 for introductions and 18 for neutral but there are a few of those that are just blank animations or duplicates and the behavior state machine decides to use them at random, 

so while dialogue resources are abundant, the execution is poor because of the randomizer

I can understand why bethesda did this, and we only see how flawed that is now because we now have DAR, meaning no need for forced scripting behaviors and we can all do this seamlessly and PER individual without worrying about script lag or having to make a script and learning papyrus


My plan is to try and make the framework as straightforward as possible and as easy.

the reason why no one has ever touched this before is because animators can make the best animations and as many as they want, the problem is, it will only have a low probability so it won't even appear much of the time, though with this framework whatever the animators make and want to show, they get


each animation file will be simple, 1 for each expression, they can use DAR to replace add those new animations, and they're good, DAR will be so useful for this because you can add your dialogue anim pack per character.

I do hope once this is fully functional without issues, when it publicly releases, quest mod authors, follower authors, can use this framework, since it will be way easier than scripting events to be forced when certain dialogue appears, these methods are way simpler and this will definitely make scenes


And lastly, this does not just happen when in dialogue but every time each npc goes into conversation with another NPC, so yeah, we're once step closer to more cinematic cutscenes



as for my other mods, my focus right now apart from this dialogue mod, is fixing inquisitor and telegraphed creatures


telegraphed creatures mod and nemesis are incompatible, but that does not mean you can't use both, all you have to do is disable creatures before patching in nemesis and enable again, it's weird but nemesis patching makes changes to Telegraphed creatures so it fucks up some behaviors like wolves so it's best if this is disabled before a nemesis patch


as for inquisitor, i have been reading the problems, and yeah, Trying to find a fix with a few of these things, most of them don't really make sense which is why It takes a while unlike a few of my other stuff, Creation engine animgraph is very inconsistent mostly because of how each event was coded, a lot of trial and error for this so it really does take longer than the rest of my projects


anyways this is it for now, hope this news was exciting for you guys! Happy mondays!

Dialogue Behavior Framework Progress Update

Comments

I've been checking Patreon almost daily now to see if there has been any progress on this mod. I think it's gonna be one of those mods you didn't know you needed until you realize how awkward the game is without it. I really hope for a release of this at some point. You've been dishing out some crazy animation mods in just the past couple months!

Hello! Great idea!! Release date of the dialogue mod? Will it be compatible with others quest mods? Thanks.

Phil90

Can't wait for this then my full Skyrim overhaul build will be complete

Looks cool as fuck, just need some animation tweaks and differentiating walking animations imo but i can tell you already know that and probably plan on working on that.

I love seeing mod authors animate their npc's in their quest mods, so this is very interesting to see as a replacer. I know you'll fine tune it and add idle's, and when released I see someone adding player idle's that give our dragonborns more character. Ugh! the possibilities. You're very talented and inspire me to learn and compliment your mods with my own ideas.

MookyMilk Sims

What's that first person animation as if the player's "swinging"? Keep up the great work!

Stefano Lauducci

So cool!!!!

Very nice! Your work is improving greatly and definitely making skyrim nextgen!

Khenta

This is sick!!!!!!!!!!

Daniel Shehovsov

haha the walking on the side animation while talking reminds me of the nemesis orc boss on shadow of mordor franchise whenever they talk when you encounter them it's good actually, this is guuuuuddddddd!

Serados

This is amazing, can't wait to see what I can do with this in the future.

This is epic mate

Sirgilly1

I'm upping my pledge - no one deserves it more than you.... Insane talent and innovation

BlazenMusic20

Very likely to be Alternate Conversation Camera.

yo what this is fucking sick :O

Loki

Question what camera mod or first person mod are you using?

Arturo Sosa

Yo, this one is actually going to change the way so many people make content moving forward. That's insane, very impressive.

Austio


More Creators